// SPDX-License-Identifier: GPL-2.0-only #include #include #include #include "buffer.h" #include "config/rcxml.h" #include "labwc.h" #include "ssd-internal.h" #include "theme.h" #include "view.h" /* * Implements point_accepts_input for a buffer which never accepts input * because drop-shadows should never catch clicks! */ static bool never_accepts_input(struct wlr_scene_buffer *buffer, double *sx, double *sy) { return false; } /* * Setup transform and scale for shadow corner buffers. Cropping is applied if * the window is short or narrow enough that corners would overlap, the amount * to crop is controlled by vertical_overlap and horizontal_overlap. */ static void corner_scale_crop(struct wlr_scene_buffer *buffer, int horizontal_overlap, int vertical_overlap, int corner_size) { int width = MAX(corner_size - horizontal_overlap, 0); int height = MAX(corner_size - vertical_overlap, 0); struct wlr_fbox src_box = { .x = horizontal_overlap, .y = vertical_overlap, .width = width, .height = height, }; wlr_scene_buffer_set_source_box(buffer, &src_box); wlr_scene_buffer_set_dest_size(buffer, width, height); } /* * Set the position, scaling, and visibility for a single part of a window * drop-shadow. */ static void set_shadow_parts_geometry(struct ssd_shadow_subtree *subtree, int width, int height, int titlebar_height, int corner_size, int inset, int visible_shadow_width) { /* * If the shadow inset is greater than half the overall window height * or width (eg. because the window is shaded or because we have a * small window with massive shadows) then the corners would overlap * which looks horrible. To avoid this, when the window is too narrow * or short we hide the edges on that axis and clip off the portion of * the corners which would overlap. This does produce slight * aberrations in the shadow shape where corners meet but it's not too * noticeable. */ bool show_topbottom = width > inset * 2; bool show_sides = height > inset * 2; /* These values are the overlap on each corner (half total overlap) */ int horizontal_overlap = MAX(0, inset - width / 2); int vertical_overlap = MAX(0, inset - height / 2); /* * If window width or height is odd then making the corners equally * sized when the edge is hidden would leave a single pixel gap * between the corners. Showing a single pixel edge between clipped * corners looks bad because the edge-piece doesn't match up with the * corners after the corners are clipped. So fill the gap by making * the top-left and bottom-right corners one pixel wider (if the width * is odd) or taller (if the height is odd). */ int horizontal_overlap_downsized = horizontal_overlap; if (horizontal_overlap > 0) { horizontal_overlap_downsized -= width % 2; } int vertical_overlap_downsized = vertical_overlap; if (vertical_overlap > 0) { vertical_overlap_downsized -= height % 2; } int x; int y; x = width - inset + horizontal_overlap_downsized; y = -titlebar_height + height - inset + vertical_overlap_downsized; wlr_scene_node_set_position(&subtree->bottom_right->node, x, y); corner_scale_crop(subtree->bottom_right, horizontal_overlap_downsized, vertical_overlap_downsized, corner_size); x = -visible_shadow_width; y = -titlebar_height + height - inset + vertical_overlap; wlr_scene_node_set_position(&subtree->bottom_left->node, x, y); corner_scale_crop(subtree->bottom_left, horizontal_overlap, vertical_overlap, corner_size); x = -visible_shadow_width; y = -titlebar_height - visible_shadow_width; wlr_scene_node_set_position(&subtree->top_left->node, x, y); corner_scale_crop(subtree->top_left, horizontal_overlap_downsized, vertical_overlap_downsized, corner_size); x = width - inset + horizontal_overlap; y = -titlebar_height - visible_shadow_width; wlr_scene_node_set_position(&subtree->top_right->node, x, y); corner_scale_crop(subtree->top_right, horizontal_overlap, vertical_overlap, corner_size); x = width; y = -titlebar_height + inset; wlr_scene_node_set_position(&subtree->right->node, x, y); wlr_scene_buffer_set_dest_size(subtree->right, visible_shadow_width, MAX(height - 2 * inset, 0)); wlr_scene_node_set_enabled(&subtree->right->node, show_sides); x = inset; y = -titlebar_height + height; wlr_scene_node_set_position(&subtree->bottom->node, x, y); wlr_scene_buffer_set_dest_size(subtree->bottom, MAX(width - 2 * inset, 0), visible_shadow_width); wlr_scene_node_set_enabled(&subtree->bottom->node, show_topbottom); x = -visible_shadow_width; y = -titlebar_height + inset; wlr_scene_node_set_position(&subtree->left->node, x, y); wlr_scene_buffer_set_dest_size(subtree->left, visible_shadow_width, MAX(height - 2 * inset, 0)); wlr_scene_node_set_enabled(&subtree->left->node, show_sides); x = inset; y = -titlebar_height - visible_shadow_width; wlr_scene_node_set_position(&subtree->top->node, x, y); wlr_scene_buffer_set_dest_size(subtree->top, MAX(width - 2 * inset, 0), visible_shadow_width); wlr_scene_node_set_enabled(&subtree->top->node, show_topbottom); } static void set_shadow_geometry(struct ssd *ssd) { struct view *view = ssd->view; struct theme *theme = view->server->theme; int titlebar_height = ssd->titlebar.height; int width = view->current.width; int height = view_effective_height(view, false) + titlebar_height; enum ssd_active_state active; FOR_EACH_ACTIVE_STATE(active) { struct ssd_shadow_subtree *subtree = &ssd->shadow.subtrees[active]; if (!subtree->tree) { /* Looks like this type of shadow is disabled */ continue; } int visible_shadow_width = theme->window[active].shadow_size; /* inset as a proportion of shadow width */ double inset_proportion = SSD_SHADOW_INSET; /* inset in actual pixels */ int inset = inset_proportion * (double)visible_shadow_width; /* * Total size of corner buffers including inset and visible * portion. Top and bottom are the same size (only the cutout * is different). The buffers are square so width == height. */ int corner_size = theme->window[active].shadow_corner_top->logical_height; set_shadow_parts_geometry(subtree, width, height, titlebar_height, corner_size, inset, visible_shadow_width); } } static struct wlr_scene_buffer * make_shadow(struct view *view, struct wlr_scene_tree *parent, struct wlr_buffer *buf, enum wl_output_transform tx) { struct wlr_scene_buffer *scene_buf = wlr_scene_buffer_create(parent, buf); wlr_scene_buffer_set_transform(scene_buf, tx); scene_buf->point_accepts_input = never_accepts_input; /* * Pixman has odd behaviour with bilinear filtering on buffers only one * pixel wide/tall. Use nearest-neighbour scaling to workaround. */ scene_buf->filter_mode = WLR_SCALE_FILTER_NEAREST; return scene_buf; } void ssd_shadow_create(struct ssd *ssd) { assert(ssd); assert(!ssd->shadow.tree); ssd->shadow.tree = wlr_scene_tree_create(ssd->tree); struct theme *theme = ssd->view->server->theme; struct view *view = ssd->view; enum ssd_active_state active; FOR_EACH_ACTIVE_STATE(active) { struct ssd_shadow_subtree *subtree = &ssd->shadow.subtrees[active]; if (!rc.shadows_enabled) { /* Shadows are globally disabled */ continue; } if (theme->window[active].shadow_size == 0) { /* Window shadows are disabled */ continue; } subtree->tree = wlr_scene_tree_create(ssd->shadow.tree); struct wlr_scene_tree *parent = subtree->tree; struct wlr_buffer *corner_top_buffer = &theme->window[active].shadow_corner_top->base; struct wlr_buffer *corner_bottom_buffer = &theme->window[active].shadow_corner_bottom->base; struct wlr_buffer *edge_buffer = &theme->window[active].shadow_edge->base; subtree->bottom_right = make_shadow(view, parent, corner_bottom_buffer, WL_OUTPUT_TRANSFORM_NORMAL); subtree->bottom_left = make_shadow(view, parent, corner_bottom_buffer, WL_OUTPUT_TRANSFORM_FLIPPED); subtree->top_left = make_shadow(view, parent, corner_top_buffer, WL_OUTPUT_TRANSFORM_180); subtree->top_right = make_shadow(view, parent, corner_top_buffer, WL_OUTPUT_TRANSFORM_FLIPPED_180); subtree->right = make_shadow(view, parent, edge_buffer, WL_OUTPUT_TRANSFORM_NORMAL); subtree->bottom = make_shadow(view, parent, edge_buffer, WL_OUTPUT_TRANSFORM_90); subtree->left = make_shadow(view, parent, edge_buffer, WL_OUTPUT_TRANSFORM_180); subtree->top = make_shadow(view, parent, edge_buffer, WL_OUTPUT_TRANSFORM_270); } ssd_shadow_update(ssd); } void ssd_shadow_update(struct ssd *ssd) { assert(ssd); assert(ssd->shadow.tree); struct view *view = ssd->view; struct theme *theme = ssd->view->server->theme; bool maximized = view->maximized == VIEW_AXIS_BOTH; bool tiled_shadows = false; if (rc.shadows_on_tiled) { if (rc.gap >= theme->window[THEME_ACTIVE].shadow_size && rc.gap >= theme->window[THEME_INACTIVE].shadow_size) { tiled_shadows = true; } else { wlr_log(WLR_INFO, "gap size < shadow_size, ignore rc.shadows_ontiled"); } }; bool show_shadows = rc.shadows_enabled && !maximized && (!view_is_tiled(ssd->view) || tiled_shadows); wlr_scene_node_set_enabled(&ssd->shadow.tree->node, show_shadows); if (show_shadows) { set_shadow_geometry(ssd); } } void ssd_shadow_destroy(struct ssd *ssd) { assert(ssd); assert(ssd->shadow.tree); wlr_scene_node_destroy(&ssd->shadow.tree->node); ssd->shadow = (struct ssd_shadow_scene){0}; }